LotI Abilities

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Revision as of 10:15, 15 May 2017 by Matsjoyce (talk | contribs) (Automated update by matsjoyce)

This is an auto-generated wiki page listing all the abilities and weapon specials currently avalible in the campaign "Legend of the Invincibles". This was generated at Mon May 15 11:14:54 2017 using version git-11f275b of LotI and version 0.3.5 of the generation script. As this is auto-generated, DO NOT EDIT THIS PAGE. Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.

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Contents

Abilities

absorbs (1) – dummy

When this unit is hit, it takes its regular damage, but heals 1 HP after it.

absorbs (2) – dummy

When this unit is hit, it takes its regular damage, but heals 2 HP after it.

absorbs (3) – dummy

When this unit is hit, it takes its regular damage, but heals 3 HP after it.

absorbs (4) – dummy

When this unit is hit, it takes its regular damage, but heals 4 HP after it.

adamant – resistance

This unit’s resistances are tripled, up to a maximum of 80%, when defending. Vulnerabilities are not affected.

anathema – leadership

This unit's behaviour is loathsome, it spreads foul smell and droplets containing neisseria gonorrhoeae. Others absolutely loathe fighting next to it. Adjacent allies deal 30% less damage.

antisocial – leadership

This unit's manners are incredibly bad, others hate fighting next to it. Adjacent allies deal 20% less damage.

aura of hunger – dummy

All adjacent allies gain melee drain that drains 25% of the damage dealt (instead of the usual 50%).

blood drinking – dummy

When a unit adjacent to this unit takes damage, this unit heals 5% of the damage.

burns foes (POWER) – heals

The unit singes adjacent enemies at the beginning of your turn, causing a loss of POWER HP (max. down to 1 HP, never kills). The ability ignores any of the enemy's resistances or weaknesses, so it is very powerful against spirits!

cancer – dummy

This unit is poisoned at the beginning of its turn.

cantor – dummy

This unit grants marksman to all ranged attacks of all adjacent allies.

careful – resistance

This unit’s resistances are increased by INTENSITY, up to a maximum of 80%, when defending. Vulnerabilities are not affected.

conviction (INTENSITY) – resistance

This unit's presence is so darkly ominous that all adjacent enemies struggle with the guilt of their evil deeds, reducing their fire, cold and arcane resistances by INTENSITY%.

dark aura – dummy

All adjacent enemies will be poisoned at the beginning of their turn.

darkens – illuminates

This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.

Any units adjacent to this unit will fight as if it were dusk when it is day, and as if it were night when it is dusk.

darkens badly – illuminates

This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.

Any units adjacent to this unit will fight as if it were dusk when it is day, as if it were night when it is dusk and the improvement of the chaotic units during the night is incredible.

darkens severely – illuminates

This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.

Any units adjacent to this unit will fight almost as if it were night when it is day, as if it were darker than the darkest night when it is dusk and the improvement of the chaotic units during the night is incredible.

Deathaura – heals

This ability causes its bearer unit to hurt adjacent enemy units at the beginning of your turn (INTENSITY damage).

Does not affect poisoned enemies.

despair (INTENSITY) – leadership

This unit's presence is so darkly ominous that all adjacent enemies struggle with despair, dealing INTENSITY% less damage.

evisceration – dummy

When this unit kills another unit, nearby allies heal 10 HP, and are ridden of poison and slow.

exile – resistance

This unit’s resistances are increased by 10% (up to a maximum of 70%) if it has no adjacent allies.

feeding – dummy

This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.

firecast – dummy

When this unit hits with a melee attack in offence, a randomly chosen fire spell is cast at the target.

flaming radiance – dummy

All adjacent foes to this unit take fire damage every turn. At first turn, they take 8 damage and this number increases by 8 every turn they stand in the range of this ability. This ability cannot kill.

forsaken – resistance

This unit’s resistances are increased by 20% (up to a maximum of 70%) if it has no adjacent allies.

frail tide (INTENSITY) – resistance

This unit's presence is so darkly ominous that all adjacent enemies struggle with a decrepifying feeling of age and weariness, reducing their resistances to pierce, blade and impact by INTENSITY%.

freezing aura – dummy

All adjacent enemies will be slowed at the beginning of their turn.

from the ashes – dummy

If this unit is attacked and its hitpoints drop bellow 20, it heals 40 hitpoints and deals 40 fire damage to all nearby foes. This ability can be used only once per 10 turns.

frostbite – dummy

This unit takes 24 cold damage at the beginning of its turn.

great illumination – illuminates

This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.

Any units adjacent to this unit will fight as if it were almost day when it is night, better than if it were day when it is dusk, and far better during the day (worse if they are chaotic or liminal).

greater evisceration – dummy

When this unit kills another unit, nearby allies heal 16 HP, and are ridden of poison and slow.

hate speech – dummy

When an adjacent unit offensively hits an enemy, its attack damage increases by 1. The added damage bonus halves each turn (rounded down).

heals +VALUE – heals

This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.

A unit cared for by this healer may heal up to VALUE HP per turn, or be cured of poisoning.

immune to drain – dummy

This unit is immune to drain.

immune to poison – dummy

Poisonous attacks have no effect on this unit.

improved illumination – illuminates

This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.

Any units adjacent to this unit will fight as if it were dusk when it is night, as if it were day when it is dusk, and even better during the day (worse if they are chaotic or liminal).

innocence – dummy

Through magical means, this unit looks so innocent that attacking it causes the attacker to suffer emotional trauma that makes it deal 1 less damage for each hit. The damage decreased this way halves each turn.

killhunger – dummy

When this unit kills another unit, it heals 4 HP, and is ridden of poison and slow.

leadership – leadership

This unit can lead your own units that are next to it, making them fight better.

Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.

leeches – dummy

All adjacent enemy units to a unit with this ability lose 2 hitpoints at the beginning of this unit's turn. The damage dealt heals the unit. It cannot kill.

lesser ambush – hides

This unit can hide in forest, and remain undetected by its enemies. But only in deciduous forest.

Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.

lesser antisocial – leadership

This unit's manners are very bad, others hate fighting next to it. Adjacent allies deal 10% less damage.

lesser evisceration – dummy

When this unit kills another unit, nearby allies heal 4 HP, and are ridden of poison and slow.

lesser nightstalk – hides

The unit becomes invisible during night, but only in forests, hills, mountains and villages.

Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.

lesser redeem – dummy

When this unit attacks another unit, there is a chance that the target will be absorbed, inversely proportional to enemy level. When the redeem count reaches a certain level, the unit's properties will improve.

martyrdom – dummy

Hatred arouses among its comrades when this unit gets hurt. For every hit this unit takes, the damage of all adjacent allies increases by 1. The damage increased this way halves each turn (rounded down).

mockery – dummy

When an attack against this unit misses, he/she heals 2 HP.

murderlust – dummy

When this unit kills another unit, he/she heals 8 HP.

murderous presence – dummy

All nearby allies get melee backstab.

NAME (INTENSITY) – leadership

Adjacent allies will do INTENSITY% more damage.

NAME (POWER) – resistance

This unit can rally the adjacent allies to ignore damage taken better, increasing their resistances by POWER%, up to a maximum of 80%.

necromancy – dummy

If this unit dies, it becomes a lich.

nocturnal ambush – hides

The unit becomes invisible in forests, but only at night.

Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.

northfrost aura – dummy

All enemies in the range of two hexes from this unit will be slowed at the beginning of their turn.

parasite – dummy

All adjacent allies to a unit with this ability lose 4 hitpoints at the beginning of this unit's turn. The damage dealt heals the unit. It cannot kill.

penetrates – dummy

This unit gains 1 movement after attacking, allowing it to slowly progress through ranks of enemies if it can survive their attacks.

producer – dummy

This unit occasionally earns some gold to his side.

push – dummy

When an ally standing next to this unit finishes attacking, it gains one movement point.

radiating insanity – dummy

All nearby allies fight with a bloodlust equal to the dwarvish berserk.

radiation – dummy

All nearby allies get poisonous attacks.

reflect – dummy

When this unit is hit, an half of the damage it took is dealt also to the attacker. It cannot kill, unlike thorns.

regenerates (VALUE) – regenerate

The unit will heal itself VALUE HP per turn. If it is poisoned, it will remove the poison instead of healing.

regenerates slightly – regenerate

The unit will heal itself 4 HP per turn. If it is poisoned, these two effects will negate themselves.

regrowing – dummy

When this unit begins combat, offensively or defensively, it heals an amount of hitpoints equal to two times their level.

resistant to slow – dummy

This unit has so much life energy in it, that it will break through any slowing effect almost instantly.

retribution – dummy

When this unit is hit, an amount of fire damage equal to a quarter of the damage dealt hurts the attacker.

shield (INTENSITY) – resistance

This unit's presence is so glorious that all adjacent allies are honoured and inspired by them, increasing their resistances by INTENSITY%, up to a maximum of 60%.

snow ambush – hides

This unit can hide on frozen terrains, and remain undetected by its enemies.

Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.

soul eater – dummy

When this unit kills a certain amount of beings, it obtains special advancements.

spell eater – resistance

This unit feeds on nearby magical energies, increasing nearby allied units' arcane resistance by 100% and grows stronger when a nearby allied unit is hit with arcane, fire or cold damage.

steals – dummy

When this unit hits an enemy with a melee attack, it has a chance to earn some gold.

tax collector – dummy

When this unit hits an enemy, it has a chance to tax its side and part it from some gold.

temptation – dummy

This unit makes its enemies of opposite gender infatuated at the beginning of their turn, making them unable to attack, but able to break this charm by fleeing.

thorns – dummy

Any unit that attacks this unit in melee suffers two points of piercing damage. Unlike reflect, it can kill.

twilightstalk – hides

The unit becomes invisible during dawn or dusk, hiding in long shadows created by the sun near the horizont.

Enemy units cannot see this unit during dawn or dusk, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.

unholy hunger – dummy

This unit craves for the souls of living beings. When it kills a living unit, it will heal 10 HP and its maximum HP will increase by 3. When it is not fed continually, it starts to starve, and loses 1 point of maximum HP more for each turn it did not kill something at the beginning of each turn. The hunger has no effect if the unit is cared by a healer or standing in a village.

unholybane (INTENSITY) – heals

The unit damages adjacent undead enemies at the beginning of your turn, causing a loss of INTENSITY HP (max. down to 1 HP, never kills). The ability ignores any of the enemy's resistances or weaknesses, so it is very powerful against spirits!

unyielding – resistance

This unit’s resistances are doubled, up to a maximum of 70%, when defending. Vulnerabilities are not affected.

wardrums – dummy

All adjacent members of the same side get +2 to movement at the start of their turn.

warlord's rule – dummy

All nearby allies deal and take 50% more damage.

weak reflect – dummy

When this unit is hit, an quarter of the damage it took is dealt also to the attacker. It cannot kill, unlike thorns.

wrath – dummy

When offensively hitting an enemy, this unit's attack damage increases by 1. The added damage bonus halves each turn (rounded down).

zeal – resistance

This unit's resistances are doubled, up to a maximum of 70%, when attacking. Vulnerabilities are not affected.

zeal aura – dummy

All nearby allies get firststrike.

Weapon Specials

anarchy – damage

This attack does 50% more damage to lawful units.

anger – attacks

When used offensively, this attack doubles the attacks done by both attacker and defender.

chaos – chance_to_hit

When used defensively, this attacks damages all surrounding foes for a half of the damage, and it always has a 70% chance to hit regardless of the defensive ability of the attacking unit. Whether in defence or on attack, it is so tiring that the unit's damage decreases by 2 afterwards and then halves with each turn.

chaotic – damage

This attack is 25% better at night and 25% worse at day.

chaotic and lawful – damage

This attack is 25% better at night. This attack is 25% better at day.

charge – damage

When used offensively, this attack deals multiplied damage to the target. It also causes this unit to take multiplied damage from the target's counterattack.

charging backstab – damage

When used offensively, this attack deals double damage to the target if the target is facing backwards to the attacker. It also causes this unit to take double damage from the target’s counterattack.

cleave – damage

This attack will hit additional enemies in the two hexes that are adjacent to both the attacker and defender, in a crescent moon shape, for 50% of the original damage. It is so tiring that the unit's damage decreases by 2 after the attack, the damage penalty will half each turn.

cone – dummy

With this attack enemies next to attacker and target suffer 1/2 the damage. The foe behind the defender takes 1/2 of the damage too, while their adjacent comrades take 1/4 of it. It is so tiring that the unit's damage decreases by 6 after the attack, the damage penalty will half each turn.

dazzle – dummy

This weapon special limits the target's chance to hit to 50% for one turn.

disintegrate – damage

Every blow with this weapon has a 2% chance to kill an enemy without any checks.

distant attack – attacks

When this attack is used, the enemy will not counter.

doom – dummy

If this attack hits, opponent's resistances will drop by 5% until he advances.

explosive – damage

When this attack is used, all enemies adjacent to the target take 75% of the damage, and even those behind them will take a few if the damage is sufficiently high. It is so tiring that the unit's damage decreases by 10 after the attack, the damage penalty will half each turn.

explosive damage – damage

When this attack is used offensively, all units adjacent to the target take 10 damage.

explosive leech – damage

When this attack is used, all enemies next to the target take 1/4 of the damage the target was dealt and the life is added to the caster's health. It is so tiring that the unit's damage decreases by 6 after the attack, the damage penalty will half each turn.

explosive slow – damage

When this attack is used, all enemies adjacent to a target are slowed.

explosive unprotected – damage

When this attack is used, all units adjacent to the target take 75% of the damage, including allies. It is so tiring that the unit's damage decreases by 8 after the attack, the damage penalty will half each turn.

extra damage (+5; impact) – dummy

After the damage with this weapon is dealt, the target takes 5 points of impact damage, that is unaffected by charge or slow.

focused – chance_to_hit

This attack always has at least a 80% chance to hit.

greater backstab – damage

When used offensively, this attack deals 2.5 times more damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).

greater infect – poison

The target of this weapon specials becomes poisoned in a special way: if it dies from this toxin or is killed while affected by it, it becomes a Soulless.

guided – chance_to_hit

This attack always has an 90% chance to hit, regardless of the defensive ability of the defending unit.

hit and run – dummy

When this attack is used, the unit regains half of its max MP.

horrid – dummy

When this attack is used offensively, the damage of retaliation attacks is decreased by 33%.

hose – dummy

If this attack us used, many enemies behind and around the original target are hit. It is so tiring that the unit's damage decreases by 12 after the attack, the damage penalty will half each turn.

iceform – damage

When this attack is used, the user is transformed into a moving block of ice, taking 33% less cold, pierce and blade damage. It works both offensively and defensively.

imprecise – chance_to_hit

This attack has a 10% lower chance to hit.

incinerate – dummy

This attack incinerates its targets. Burning units lose 16 HP every turn until they are cured. Flames can kill a unit, the attacker that incinerated the unit gets the experience.

infect – poison

The target of this weapon specials becomes poisoned in a special way: if it dies from this toxin or is killed while affected by it, it becomes a Walking Corpse.

kamikaze sprint – damage

If this attack hits offensively, the attacker first takes the damage of all the opponent's attacks. Then, the enemy behind the target takes a half of this attack's damage, the enemy behind him takes a quarter of the initial damage etc, until there are no more enemies in the row, and the attacker will appear there. If the opponent's damage would kill, the weapon special does not work.

knockback – damage

When this attack is used offensively, at the end of the fight the enemy will be knocked back.

lawful – damage

This attack is 25% better at day and 25% worse at night.

leeches – damage

This is similar to the drains ability, but it drains only 1/10 of the damage inflicted but it can leech also the magic bound in the undeath of non-living foes.

lesser berserk (COUNT) – berserk

Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or COUNT rounds of attacks have occurred.

lesser lethargy – dummy

When hitting an enemy, the opponent's attack damage decreases by 1. The reduction of damage bonus halves each turn (rounded down).

lethargy – dummy

When hitting an enemy, the opponent's attack damage decreases by 2. The reduction of damage bonus halves each turn (rounded down).

mayhem – dummy

If this attack hits, opponent's damage is lowered by 1, until he advances.

mind raid – dummy

This weapon special steals 1 experience from the opponent, increasing the user's experience. It does not work if the target has no experience.

misanthropia – damage

This attack does double damage to humans.

misdraconia – damage

This attack does double damage to drakes and dragons.

misdryadia – damage

This attack does double damage to elves.

misnania – damage

This attack does double damage to dwarves.

misorcia – damage

This attack does double damage to orcs.

nosferatu's gorge – damage

Every blow with this attack has a chance to add all the victims' remaining hitpoints to the attacker's hitpoints, killing the victim. The chance depends on victim's level. Works only in offence.

parry – dummy

When the target misses, the attacker will hit him without any checks.

pierce – dummy

If this attack is used, the enemy behind the target is hurt as well, for 1/2 of the damage. The user loses 2 damage points after the attack, the damage penalty will half each turn.

plague (LANGUAGE_TYPE) – plague

When a unit is killed by a Plague attack, that unit is replaced with a unit on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages.

purify – dummy

When an undead unit is killed by this attack, it becomes living again.

quickstrike – attacks

When this attack is used, the attacker loses no movement. However, this does not give back the movement lost due to entering a unit's ZoC.

Raijer's saloon – damage

Every blow with this attack has a chance to add all the victims' hitpoints to the hitpoints of attacker and attacker's nearby allies (divided by the number of healed units), killing the victim. The chance depends on victim's level. Works only in offence.

shockwave – slow

This attack is so strong that it slows the target, and creates a shock wave that knocks all enemies adjacent to the target 1 hex away from it, and causes them to take 8 impact damage. When used defensively, it only slows the attacker.

soul annihilation – damage

Every blow with this attack has a 1% chance to kill an enemy, dealing arcane damage to nearby enemies, the damage is the amount of victim's remaining health divided by the number of nearby enemies with arcane damage.

soul extraction – damage

Every blow with this attack has a 1% chance to kill an enemy, summoning a Ghost in the process.

soul thrash – damage

Every blow with this attack has a 1% chance to kill an enemy, adding the victims' level to the attacker's wrath (increasing the damage temporarily, the increase is halved every turn). Works only offensively.

spiritual attack – damage

When this attack is used, the damage of physical retaliation attacks is divided by 3.

storm – dummy

The damage of this attack will affect also a lot of other enemy units around the caster, and will also deal some impact damage. It is so tiring that the unit's damage decreases by 12 after the attack, the damage penalty will half each turn.

struggle – chance_to_hit

This attack causes the opponent to have a 10% lower chance to hit.

trickery – dummy

If this attack hits offensively, opponent's defence on all terrains is lowered by 5%, until he advances.

uber backstab – damage

When used offensively, this attack deals triple damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).

unholybane – damage

This attack does triple damage to undead (also other non-monster creations of magic).

whirlwind – attacks

When this attack is used, all enemies adjacent the attacker take the damage and the enemy cannot retaliate. It is so tiring that the unit's damage decreases by 10 after the attack, the damage penalty will half each turn.